Welcome to Wargames Design, the website of game designer Jim Bambra and Combat HQ: World War Two Wargame Rules.
Combat HQ is a fast-paced set of wargame rules for playing large-scale World War Two battles.
Rapid Command Pulses and opposed dice rolls keep players constantly involved. Easy-to-play rules emphasize command and control decisions over complex combat resolution mechanics.
In each Command Pulse you decide how to use your limited command resources. Will you use your Command Dice to move up a company of infantry supported by tanks? Or will you use them to rally an Anti-Tank Gun battery? Or maybe you’ll use them to liaise with your staff officers?
Combat HQ uses six-sided dice and is suitable for 2mm to 28mm figures. It features rapid movement, decisive combat, and exciting decision making.
Combat HQ: World War Two Wargame Rules
Close Support Part IVMoving and Firing Close support units are subject to higher firing penalties than other units when moving: Single Move: -1D Double Move: -2D Triple Move: -3D A M4 105mm makes a single move and uses indirect fire. It’s FP is reduced from 4D to 3D and its AT from 2D to 1D. If the… READ MORE
Close Support - Part IIIActivating Close Support Units Close support units are activated either as part of a close support Command Group or as part of a mixed Command Group (containing other units). Close Support Units Only Close support units are more flexible when acting on their own or with other close support units. When… READ MORE
Close Support Part IIForward Observers If a unit using indirect fire has LOS to its target, it acts as its own Forward Observer. If the unit doesn’t have LOS to its target, another unit must act as its Forward Observer and a Comms Check is required. If the check fails, the unit fires but automatically misses. Place a… READ MORE